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Rate The Guide.
Poll ended at Mon Jul 30, 2007 11:51 am
8< 25%  25%  [ 2 ]
6-8 50%  50%  [ 4 ]
4-6 25%  25%  [ 2 ]
2-4 0%  0%  [ 0 ]
Total votes : 8
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 Post subject: Warlock Guide, Comments And Feedback Are Welcome!
PostPosted: Mon Jul 23, 2007 11:51 am 
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Warlock Guide, Easy Walktrough!


-By Psyx

1. Introduction.
-------------------------------------------------------------------------------------

So! You are off to get a Warlock? Good choice. Read this guide, that I made especially for the SilkRoadForums. This guide only specializes in your main class: Warlock, no sub-mastery. This guide only goes at level 60 mastery Cap. I will update it as soon as I gather more information.

2.Information About Warlocks.
-------------------------------------------------------------------------------------

Some information about Warlocks. Warlocks are better known as Locks, or Dark-Magic users. Warlocks are, like Wizards, Caster types, this means they use skills to kill opponents. Warlocks do, unlike Wizards, Damage Over Time (DoT) and Debuff people/monsters. So, if you like DoT, continue reading, if you just like nuking opponents, go read a Wizard guide.

3.Which Stat Points Do I Have To Take?
-------------------------------------------------------------------------------------

For sure, Warlocks are Intelligence-Based. This means, all your points on Intelligence. In My Opinion (IMO), go pure Intelligence, don't put any points on Strenght! This wil ruin your character, and then you can start over. And that's not what you want, huh?

4.What Equipment Do I Wear?
-------------------------------------------------------------------------------------

There is 1 option:

-You can wear Robes. These heighten your Magical Damage (That's what you need!) and your Magical Defence (That's what you don't need, if you fight the normal monsters). They also lower your Physical Damage (Nothing special about this, Warlocks do only Magical Damage) and your Physical Defence(That's what you don't need, if you fight the normal monsters).
Recommended for PvP (Player Versus Player), and a bit for fighting monsters (mobs)

=> Minimize Defence, to Maximize Damage ( The Best Defence Is A Good Offence. )


5.The Skills
-------------------------------------------------------------------------------------

So, we have already seen what we wear, what stat points we use, but now it is time for the Skills. The skills of a Warlock are very important, because a Warlock can not survive without them, so we have to look at them very wisely.

Mind Control Series: Passive Skills Of A Warlock.
Dark Seed : Increases Magical Damage : Max
Strap : Increases Duration Of Debuff Spells: Max

Dark Mentalist Series: DoT Skills Of A Warlock
Blaze : Good Damage, Burn DoT (20%)(12 sec) : Max
Toxin : Good Damage, Poison DoT (25%)(12 sec) : Max
Decayed : Good Damage, Bleeding DoT (25%)(12 sec): Max
Curse Breath : Good Damage, Decreases Physical Strenght(12 sec): Max
Dark Blaze : Good Damage, Burn DoT (20%)(12 sec): Max
Toxin Invasion : Good Damage, Poison DoT (25%)(12 sec): Max

Raze Series: Debuff Skills Of A Warlock
Physical Raze : Decrease Physical Defence, (30 sec)(80%) : Max!
Medical Raze : Decrease Magical Defence, (30 sec)(80%): Max!
Combat Raze : Decrease Physical Attack and Magical Attack, (30 sec)(80%) : Max!
Courage Raze : Increase Physical Damage and Magical Damage Recieved, (30sec)(80%) : Max!

Bloody Swarm Series: Passive Buffs Of A Warlock
Red Flower : Increases Magical Damage : Max
Trap Booster : Increases Trap Damage : Max!

Blood Series: Normal Damage Attacks Of A Warlock
Bloody Flower : Good Damage (+215%!), No DoT : Max
Bloody Trap : /(No Information Yet)
Death Flower : Good Damage (+215%!), No DoT : Max

Soul Pressure Series: Debuff Skills Of A Warlock
Daze : Stun Probability (Cannot do anything.)(5 sec)(80%!) : Max!
Fog Sight : Nearsighted Probability (Decrease Attack Range)(5 sec)(80%!): Max!
Illusion : /(No Information Yet)

Evil Swell Series: Passive Draining Buff Of A Warlock
Blood Aim : Increases HP Absorption, and Increase Draining Skill Attack : Max!

Cruel Spell Series: Mixed Good Skills Of A Warlock.

Vampire Touch : HitPoints Absorption, Great Skill : Max!
Shadow Armor : Absolute Damage : Max!
Scream Mask : Stunning Shield : Max
Reflect : Magical Damage Return : Max
Vampire Kiss : HitPoints Absorption, Greater Skill : Max!


Dim Haze Series: Great Debuff Spells Of A Warlock

Slumber : [/b]Sleep is casted[/b] (20 sec)(80%) : Max
Wheel Blind : Weaken Recovery & Healing (15 sec)(80%) : Max!
Mirage : /(No Information Yet)

These are the great skills of a Warlock.

6. Conclusion
-------------------------------------------------------------------------------------

Skill Points

This Pure Int Warlock Build consumes 69,325 Skill Points (SP). No sub mastery should be added, because none of the Classes can complete a Warlock.

PvP (Player versus Player)

PvP'ing with a Warlock asks a very good strategy. Unlike Wizards, who spam skills, Warlocks have to think 2 steps ahead.

When Euro comes out, I will add some more information about this.

-This guide has been made by Psyx, comments and feedbacks are welcome. If you disagree with a point, just quote that part, and tell me why you disagree with it.


- Psyx

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Last edited by Psyx on Mon Jul 23, 2007 9:08 pm, edited 2 times in total.

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 Post subject:
PostPosted: Mon Jul 23, 2007 12:03 pm 
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I like it! Nice work :)


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 Post subject: Re: Warlock Guide, Comments And Feedback Are Welcome!
PostPosted: Mon Jul 23, 2007 12:20 pm 
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Psyx wrote:
There are 3 options:


-You can only wear garment, they won't let you use prot or armor.


Psyx wrote:
No sub mastery should be added, because none of the Classes can complete a Warlock.


-That's not true, every euro char can have 1main and 1 or more subs, (i advice 1 or the others will be to low), in each sub you will find an advantage, just see what you like the most.

[Subs are made because there are 6 types of chars, rogue/warrior/bard/cleric/wizard/warlock, having only one mastery will limit you very much, try combinations and make them unique!]




Psyx wrote:
( If your opponent deals you much damage, you use HP Drain. If your opponent is stunned, you use a good DoT skills. If your opponent tries to run away, you get him to sleep/stun, ...)


-Start with DoT, make them stop a bit by stun/sleep, poison/bleed him, drain hp until you have your health back and the rest of the battle is the same =p

The first 1 is true, you will only be able to wear other things if you have a submastery;
The second is a wise decision, still each person decides how they want to be
The third is just a fighting style ^^

Nice guide anyway :wink:

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 Post subject:
PostPosted: Mon Jul 23, 2007 12:46 pm 
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nice guide man..good job.. :D

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 Post subject: Re: Warlock Guide, Comments And Feedback Are Welcome!
PostPosted: Mon Jul 23, 2007 1:48 pm 
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fasd wrote:
Psyx wrote:
There are 3 options:

-You can only wear garment, they won't let you use prot or armor.



Not true. It's not garment, it's Robes, Light and Heavy Armor. But I just read that you only can wear Robes, thanks!

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 Post subject:
PostPosted: Mon Jul 23, 2007 6:27 pm 
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Thanks for the positive feedbacks.

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 Post subject:
PostPosted: Mon Jul 23, 2007 6:57 pm 
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Nice guide. Warlocks are restricted to Robe though unless you level up the warrior or rogue sub mastery.

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 Post subject:
PostPosted: Mon Jul 23, 2007 7:03 pm 
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Robe/garment = Same thing different name >.>...

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 Post subject:
PostPosted: Mon Jul 23, 2007 8:27 pm 
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Robe= European, Garment = Chinese

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 Post subject:
PostPosted: Mon Jul 23, 2007 8:40 pm 
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You get my point >.>, +mag defense then phys defense ;p

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 Post subject:
PostPosted: Mon Jul 23, 2007 11:18 pm 
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i cant vote till i try it out :P
but it seems good 8)


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 Post subject:
PostPosted: Tue Jul 24, 2007 5:26 am 
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Thanks.

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 Post subject:
PostPosted: Wed Jul 25, 2007 1:47 am 
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So, hang on a minute....are there any moving speed skills? Like ghost walk/grass walk? or do warlocks have to walk around like slow arseholes? :roll:

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PostPosted: Wed Jul 25, 2007 1:49 am 
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Why do people hate pictures!?!?!?!!! Will be added to the updated Guides sticky if Soda ever gets back to me on that...

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 Post subject:
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sirdingydang wrote:
So, hang on a minute....are there any moving speed skills? Like ghost walk/grass walk? or do warlocks have to walk around like slow arseholes? :roll:


No, Sirdingydang.

Warlocks don't have their own Speed Buffs, but if you are in a party, a Bard can give you those, so you don't have to walk around like slow arseholes :)

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 Post subject:
PostPosted: Fri Jul 27, 2007 2:28 pm 
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Psyx wrote:
sirdingydang wrote:
So, hang on a minute....are there any moving speed skills? Like ghost walk/grass walk? or do warlocks have to walk around like slow arseholes? :roll:


No, Sirdingydang.

Warlocks don't have their own Speed Buffs, but if you are in a party, a Bard can give you those, so you don't have to walk around like slow arseholes :)


hehehe thanks! that's a relief, cuz I hate being an arsehole :shock:

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 Post subject:
PostPosted: Fri Jul 27, 2007 2:41 pm 
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good guide.

but, wizards dont spam skills, cos youll get killed, my wizard guide shows that XD

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 Post subject: I am not quite sure if pure int is a good idea
PostPosted: Fri Jul 27, 2007 3:06 pm 
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In yoour guide you mentioned that it would be better if a warlock is full int. In your skill selection, you max the reflection. If you don't have enough HP, how can reflection work? :? You need to take damage in order to deal damage! In my opinion, cleric and warlock are the class that can go int hybrid. Some of their skill deal abs. damage (this mean your int and your enermy's mag defence do not affect the amount of the damage) :P . For these two class, they need to take some damage sometimes (at least two hits, just in case if the monster pass throught the warrior) and the cleric are perfered not to be killed at all for the safety of the party :D . For warlock, you are dealing damage over time. This means than you cannot kill the monster in one hit. There will be situation that you may need to take one to two hit before the monster dies if you are solo. There is also monster run faster than Ironclan..... you cannot run faster than them........ :banghead: Thus, extra HP helps in this situation. If you want to max the reflection, it would be better off if you are int hybrid. If you are a full int, you may not need reflection since you are very likely to be KOed in one hit.

This is my two cents.


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 Post subject: Re: I am not quite sure if pure int is a good idea
PostPosted: Tue Jul 31, 2007 1:31 am 
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Idontknow wrote:
In your skill selection, you max the reflection. If you don't have enough HP, how can reflection work?
This is my two cents.

Reflectin returns damage that the enemies do to you.Its a kinda shield that damages the enemy based on the enemies damage to you:-)
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 Post subject: Nice
PostPosted: Tue Jul 31, 2007 9:39 pm 
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Nice Guide i'm a Warlock too :D
thx for the guide

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 Post subject:
PostPosted: Fri Aug 03, 2007 9:05 pm 
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Oh man warlock is amazing build. I have some questions: i am doing 1:2 every 5 lvls is that good? And another question i thinked about choosing a submastery for my warlock what is da best wizard or rogue or cleric .Thx in advance

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 Post subject:
PostPosted: Wed Aug 08, 2007 12:28 pm 
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Nice i used it :D lvl 42 Euro Char.. I hate the pot delay.. :shock:
Thats why im back on Chinese :twisted:

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 Post subject:
PostPosted: Mon Aug 13, 2007 10:17 pm 
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I figure that it would not be worth getting physical raze in the warlock class cause warlocks use magical attacks, not physical attacks.
Am I reading that skill correctly?

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PostPosted: Tue Aug 14, 2007 12:05 am 
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paths wrote:
I figure that it would not be worth getting physical raze in the warlock class cause warlocks use magical attacks, not physical attacks.
Am I reading that skill correctly?


Correct, but if you are in party it'll help your team members alot:-)

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Potetgull wrote:
paths wrote:
I figure that it would not be worth getting physical raze in the warlock class cause warlocks use magical attacks, not physical attacks.
Am I reading that skill correctly?


Correct, but if you are in party it'll help your team members alot:-)

That you are correct on. I forgot about that.
Is there a limit to the number of debuffs you can cast on a mob or person?

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